Big Walk Puzzles: All Types & How to Solve Them

The big walk puzzles are cooperative communication challenges scattered across the mysterious island, and almost all of them require two or more players to share information they cannot see for themselves. This guide breaks down every puzzle type, where they appear, and how teams typically solve them.

Which Scribble puzzle are you stuck on?

Players use “Scribble puzzle” for two different Big Walk challenges. Use the objects in front of you—not the nickname—to jump to the right solution.

What you can seePuzzle you have foundGo to
Two rooms behind yellow revolving turnstiles, a five-symbol target strip, and nine loose drawing tilesThe normal Turnstile / Doodle Scribble puzzle near the Blue TowerTurnstile / Doodle Scribble solution
A post-game purple challenge with a rack of 36 drawing boardsPurple 36 DrawingsPurple 36 Drawings solution

The important distinction is scale: the normal puzzle asks you to reproduce one ordered strip from nine choices, while the purple challenge asks you to sort through all 36 similar drawings. If you are looking at 36 boards, do not keep searching the island for a separate “scribble” tile—the boards in that challenge are the puzzle.

Turnstile / Doodle Scribble puzzle solution

This is the normal puzzle that players also call the scribble, doodle, drawing, or symbol turnstile puzzle. Look for a red coastal building visible from the Blue Tower area. It has two small rooms separated by yellow revolving gates: one side shows the ordered target strip and the other side contains nine loose symbol tiles.

  1. Leave carried tools outside before entering. The turnstiles remove loose equipment, and bringing extra objects into the doorway only makes the tiles harder to manage.
  2. Put one player in the target room and one in the tile room. The target player reads the five-symbol strip from left to right.
  3. Agree on short names before placing anything. Describe the whole mark—loops, crossings, open ends, direction, and number of strokes—instead of saying only “squiggle” or “spiral.”
  4. The tile player finds each matching drawing among the nine tiles and places the five matches in the same left-to-right order as the target strip.
  5. Check the full sequence before changing several tiles at once. When the sequence is correct, collect the puzzle reward from the opposite room.

If it does not complete, keep the positions you are confident about and compare only the doubtful symbols. The most common mistakes are reversing the order because the players face opposite directions, confusing mirrored marks, or matching the general silhouette while missing a filled area, crossing, or extra stroke. Always call the target as slot 1 through slot 5 from the target viewer's left so both players use the same orientation.

How Big Walk puzzles work

Every puzzle in Big Walk is built around teamwork and the limits of communication. Many puzzles physically separate players with soundproof glass, split them across the map, or blind one player entirely so they must rely on gestures, symbols, or spoken directions. The usual reward for finishing one is a "bulb" that counts toward your progress.

Most puzzles cannot be completed by a single player acting alone. You will often need one person to observe a pattern while another recreates it somewhere else, and solo speedruns exist but the intended experience is cooperative.

Tutorial puzzles

Before the real game opens up, there are four simple tutorial puzzles that introduce the core mechanics. They are short and mainly teach you how the systems work rather than test you. Once all four are completed and turned in, you can leave and reach the main island.

  • Lift a friend up to hit a button on a crane that drops a bulb.
  • Hold a button on a hill above a key platform while your friend climbs the mountain to grab the bulb.
  • Visit the small house to the left of your spawn area's exit and show symbols to friends so they can place the right ones.
  • Go to the large green structure and press buttons at the same time.

Puzzles by area

The main puzzles are loosely organized around the island's towers and landmarks. The table below lists the puzzle types found in each region according to compiled walkthroughs.

AreaPuzzle typeHow it is solved
DrawbridgeBlue RoomRecreate a pattern shown inside a compartment using communication and description
DrawbridgeGreen StructureActivate all switches simultaneously
DrawbridgeMechanical ArmStack players atop one another to reach a button
DrawbridgeCaveThe box is opened by one player while the other retrieves the item inside
Red TowerGreen RoomEnter symbols as described by the player locked in the chamber
Red TowerYellow MazeFollow a path and place a timer on a pot
Red TowerTrain Station CannonActivate a cannon to launch a timer; a second player grabs it and delivers it
Red TowerBasketballPick up bulbs and throw them through hoops until all lights are green
Red TowerMountain GestureOne player mans a telescope over five areas while the other mimics gestures to match
Green TowerOrange BarnMatch tiles to a design using only gestures, not speech
Green TowerCoordinate puzzleTravel to the coordinates shown on a sign to press the button that opens a box
Green TowerBlue SignalActivate a switch, count the faces shown in signals, and enter the number
Green TowerYellow StandActivate only the stands with a green glowing item
Green TowerBeach HouseCombine tile values to match a total based on the value of the head
Blue TowerHeavy BallCarry a heavy ball back to its pedestal by passing it back and forth
Blue TowerLocked RoomPass a message from room to room to learn the full number sequence
Blue TowerScaffold HouseParkour and throw a timer
Blue TowerColored TileUse a telescope, memorize tiles, then enter the same sequence
Blue TowerBeach TowerPress two switches in different locations at the same time
Yellow Tower5-minute CountdownPress all buttons at once to start a timer and wait it out
Yellow TowerDouble Blue TelescopePress buttons at two telescopes at the same time
Blue TowerTurnstile Symbol HouseRead a five-symbol target strip and place the matching drawing tiles in the same order
Yellow TowerGreen Flare GunShoot a flare gun so a flare lands on a spot containing a collectible
Yellow TowerDouble House TileFill a meter by pressing switches in the right sequence
Black TowerBlue Locked Room SymbolEnter the correct lit button shown at the locked room
Black TowerGreen Room Red LightRecreate a tile pattern across a one-way see-through blackboard
Black TowerGolden Mask RaceBlind a friend with a mask and guide them through an obstacle course
Black TowerDouble Green BarnRecreate gesture patterns in the correct order
End-gamePurple GourdUnlocked after beating the main game

Notable puzzle walkthroughs

The coordinate puzzle near the Green Tower shows the design clearly. A sign above a structure displays a set of coordinates, and one player navigates to that spot on the map to hold a button while another opens the box containing a bulb. The button is roughly found near the prior train station, along the rock face of the back mountain.

The heavy ball puzzle is a classic teamwork test. The ball is too heavy to throw or carry while holding, so players must form a human train and pass it from one person to the next until it reaches the flagged platform. Grabbing it from the farthest distance each time helps speed the process up, and placing it correctly releases the bulb.

The blind obstacle courses strip away sight entirely. One player wears a sight-restricting helmet while the others guide them with simple commands to collect the correct symbol blocks or reach the end.

The camera puzzle along the southern beach uses a ring of tall cameras that occasionally flicker with symbols. Each player must find the right vantage point to see different cameras, add up what everyone observed without double counting, and enter the total to get the bulb.

The blue light stand puzzle is pure trial and error. After pressing a back button, stands light up green or red inside, and your only goal is to open every green one while avoiding the red. The layout stays the same each attempt, so the bulb eventually pops out.

The train station cannon sends a timed ball shooting out of a yellow structure when its button is pressed. One player waits while the other fetches the ball, then it is thrown back to the player at the top so it can be inserted to finish. A nearby yellow maze has both players split up to find and deliver a timed ball onto its target.

The giant orange wall is one of the most recognizable structures. It presents four colored pegs found on the wall, around trees, on rocks, and on the central structure, which must all be placed into the central holes to complete the puzzle and earn the bulb.

The seven extra purple puzzles

After reaching the first ending and going beyond the big wall, re-entering the world reveals seven new purple bulbs on a previously empty part of the island. These are harder versions of puzzles you have already completed, and two of them take much longer than anything else in the game.

  • A 30-minute wait that mirrors the 5-minute wait, just six times longer.
  • An obstacle course with a timer bomb that must be passed between players.
  • A second heavy ball puzzle that forces you to fetch the ball from the original location.
  • A second sound puzzle with more sounds to match.
  • The 36 Drawings visual-matching puzzle, with far more similar options to sort through than the normal turnstile puzzle.
  • A two-building button challenge using microphones to direct a partner.
  • Another house puzzle that works like the earlier mime-the-poses challenge.

Because these repeat earlier mechanics, the real difficulty is endurance and navigation rather than new ideas. Players are advised to leave the 30-minute wait for last and tackle the rest as a group.

Purple 36 Drawings puzzle solution

Purple 36 Drawings is not the normal Turnstile / Doodle Scribble puzzle. It appears in the post-game purple challenge area and is recognizable by the rack holding 36 drawing boards. There is no universal text answer to copy: the task is to inspect the drawings shown in your session and match them by their exact visual details.

  1. Pull all 36 boards off the rack before solving. Lay them face-up in tidy rows with walking space between them; do not leave candidates hidden behind the rack or stacked on one another.
  2. Group obvious lookalikes together. Useful first-pass categories include flowers or radial shapes, loops, angular marks, stacked shapes, and symbols with solid blocks.
  3. Give one player the prompt-reading role and another the scanning role. For every target, describe the large shape first, then the details that distinguish near-duplicates.
  4. Confirm filled versus outline, the number of petals or points, line and curve direction, open versus closed ends, crossings, and whether one part sits above, below, inside, or beside another.
  5. Separate confident matches from uncertain ones as you work. Move unused boards away from the active row so nobody rechecks the same distractor repeatedly.
  6. If the green completion indicator does not appear, revisit only the uncertain matches first. Compare the closest pair side by side and change one answer at a time so you know which correction worked.

For two players, a simple callout format is fastest: category → count → fill → orientation → extra detail. For example, “flower, six petals, outline, stem down, dot on the right” is much safer than “the flower one.” With three or more players, keep one caller at the prompt and divide the laid-out rows between scanners; everyone should still use the same vocabulary.

The usual failure is not a hidden prerequisite or a missing collectible. It is a near-match among the 36 boards. If you seem to have the right overall drawing, inspect small differences—especially solid versus hollow sections, one extra line, petal count, mirroring, and which shape overlaps the other—before restarting the whole layout.

Tips for clearing puzzles faster

Communicate constantly and pick a consistent method, such as numbering buttons or using clear gestures. When a puzzle splits players, decide up front who is observing and who is acting so you do not repeat information. Use the tools the game gives you, including telescopes and walkie-talkies, to bridge gaps between separated players, and for bulb-throwing puzzles, jumping on a bulb while holding a teammate lets you place them on top of a structure.

Big Walk Puzzles: All Types & How to Solve Them